Contents

When characters are psyched up. they become surrounded by a yellow aura and their Strength, Intellect, Spirit are increased by 50%, and they gain extra AP at the start of that turn. When multiple characters become psyched up at the same time, there's an opportunity to have those characters team up to attack or cast identical spells. Correspondingly, when the heroes are feeling down they become surrounded by a blue aura and their stats decrease. Characters get psyched up randomly during battles, and they are only feeling sad in response to certain actions some enemies can inflict upon them during battle. Some enemies are also capable of cancelling out a character's psyched up status.

The Hero crown gets psyched up more often than other jobs. The Party Host crown learns abilities that focus on psyching up the party. The Lone Wolf accessory stops psyched characters from taking part in joint attacks. The Courage Ring makes the wearer get psyched up more frequently.

The following table shows how specific actions or status changes affect a character's psyched up level. When a character accumulates 100 points, said character is considered psyched up for that turn. The lowest value a character can have is -100. When this happens, said character's Strength, Intellect, and Spirit are reduced by 50%.